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@Ehawk82
Last active December 17, 2019 15:15
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A game that is already in production -getting that managed-

Terra

Vocabulary:

  • mpt = "Moves Per Turn"
  • UI = User Interface
  • (?) = Optional content

Table of Contents


General

Turns

  • "User Moves" are renewed after every cycle.
  • "End Turn" button will disable during the cycle.

Start

  • Small spec of carbon with very little gravity.
  • One move to start.
  • Moves are spent on casting events on to your planet.
  • Moves are increased based on user level.
  • User will level-up according to planet mass.

Build

  • Throw meteors
  • Throw asteroids
  • Throw comets
  • Cast other celestial events upon the world.
  • Select a genetic path for your biome by promoting specific sciences.
  • Tools for end-game scenario.

Meteors

  • Transition(Small)
  • Alkali(Small)
  • Non-metals(X Small)

Asteroids

  • Transition(Medium)
  • Alkali(Medium)
  • Alkaline(Medium)
  • Non-metals(Small)

Comet

  • Non Metals, combine elements.(Large)
  • Metals, combine elements.(Large)
  • All elements, smaller amounts.(X Large)

Flare

  • Reduces atmospheric elements.
  • Color of flare depends on planet choice.

Metoerite

  • An array of small debris with random metals.
  • Medium supply of metals.
  • Count depends on planet gravity.

Quasar

  • An event that will render your planet void of life, water, atmosphere, and mass.
  • The planet will be left half its mass with a radiation penalty.
  • Color of beam depends on galaxy choice.

Unlockables

  • Available to VIP members only.
  • Panspermia Seed. Send an ice comet filled with frozen cells to your planet.
  • Aliens. Send a temporary visitor to evaluate your world to publish in the Galactic Report.
  • Fallen Star. If a planet has a sentient species, a "Fallen Star" may inspire them to a degree for 10 turns.
  • More to come...

Stablize

  • View your stats and make sure you have a balance.
  • Progress bars; View stats related to planet.
  • Water; Total planetary water ratio.
  • Land; Total planetary land ratio.
  • Biomass; Total planetary organism ratio.
  • Atmosphere; Total atmospheric density ratio.
  • Population; Infertility ratio.
  • Inteligence; IQ for population(sentience only).
  • Galactic Noise; Total radio output developed by civilization.

Manage

  • Once the planet is capable of sustaining life, new management options will become available. (?)

Research

  • Use the Tools page to adjust research investment.
  • Tech Tree. An array of unlockable technologies. Tech levels 2 layers up and higher are hidden, user can only see past tech, current research options and 1 layer higher.
  • Tech points. After each "end turn" event Tech points will accumilate.
  • Science Investment. Range slider to adjust the percentage of invested "moves" in to research.
    • Ex 1: If a player has 4 total mpt, 10% science rate would reduce 4 mpt to 3 mpt.
    • Ex 2: If a player has 12 total mpt, the user can set the science rate to 80% and still have 4 mpt leftover.
  • Technologies cost points, and the cost get higher as the user progesses in the Tech tree.
  • Starting tech. Based on the species of choice at game setup, the user will get 1 free tech at game start.
  • Tech tree flow. Portions of the Tech tree will not unlock unless specific requirements are met.
    • Ex 1: If a player doesn't have water on their planet, they cannot research higher tier biomass Tech.
    • Ex 2: If a player doesn't have biomass on their planet, they cannot research higher tier species Tech.
    • Ex 3: If a player doesn't have sentient life, end-game Tech would not be available.
    • Note: Even if a user researches every available tech, they cannot progress in science unless planet needs are met.

Tools

  • A page to view special planetary tools and statistics.
  • Research investment 1. A range input to adjust from 0 - 100 percent science ratio.
  • Research investment 2. Choose somethings to start researching.
  • Science Tree. A tree chart of all of the locked and unlocked science.
  • Species Catalog. A database of all the species on your planet.
  • Invasion Checklist. A list of prerequisite benchmarks before the end-game feature is activated.
  • Invasion Chart. A chart that shows important data regarding the end-game scenario.
  • End Game Scenario. A button that triggers 1 of 3 end-game events.
  • Galactic News. A digital newspaper that shows events across the galaxy.
  • Planetary Statistics. A small table with relevant planet information.

Tech

  • Tier 1 Research: Open to all players at start.

  • Tier 2 Research: Unlocked after respective technology has been unlocked.

  • Tier 3 Research: Unlocked after respective technology has been unlocked and planetary requirements are met.

  • Tier 4 Research: Unlocked after respective technology has been unlocked, planetary requirements are met, and end-game path has been chosen.

  • Tier 5 Research: Unlocked after any Tier 4 Research chain has been completed. End-game Tech only.

End

  • Scenario 1:
  • Scenario 2:
  • Scenario 3:

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Monetization

  • Descreet ads, $0.99 to get rid of them.
  • Style/Planet Packs, $1.99 each.
  • Currency: USD.

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Rules

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Development

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Elements

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Biomes

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Features

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Atmosphere

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Galaxies

  • Galaxy specific end-game scenarios.
  • 3 main galaxies.
  • Galaxies have no impact on difficulty.

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Species

  • Choice of 3 genus type.
  • Hominid; A race of risen apes.
  • Greys; A race of wise amphibian.
  • Feline; A race of curious cats.

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Planets

  • Unique colors for atmophere
  • Unique maps
  • Solar Flares are alternate colors respective to the color of the atmosphere.
  • Blue -> Orange
  • Green -> Red
  • Red -> Blue
  • Purple -> White

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Events

  • Random events don't consume moves.
  • Events occur in between turn cycle.
  • Events do not trigger unless the relative technology is unlocked
  • Ex: Player will not have a random comet impact rate unless the comet itself has been unlocked.
  • Quasars never occur unless the player invokes them.

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Algorithm

  • User level plus 1 = moves
  • Thrown object speed = gravity
  • Biomass level will not increment unless water lever is between 0.5/1 range(0.75 is perfect range for Biomass to flourish).

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Aliens

  • When invoked by user BEFORE sentient life evolves, planetary stats will be printed in the Galactic News
  • When invoked by the user AFTER sentient life evolves, will summon an invasion.
  • Thwart Failure: Sentient life destroyed, biomass penalty, aliens steal a portion of water.
  • Thwart Success: Sentient life wins technology bonus.
  • The Armada: A fleet that must be defeated in the Hominid end-game scenario.
  • Diplomatic Victory: A costly truce will will the Greys end-game scenario.
  • Tower of Nip: A Statue that can only be Built by the Feline race. Felines "domesticate" aliens.

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Science

๐Ÿ”บ

Languages

  • Text: English
  • Code: JavaScript/NodeJS
  • Markup: HTML5
  • Style: CSS3

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Settings

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Libraries

  • gScript2020: A custom library filled with plain JavaScript return functions. Author: Jason Graziano

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Credits

  • Lead Develpment: Jason Graziano
  • Lead Design: Jason Graziano

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TODO

Basic

  • UI build
  • Start Menu
  • New; Create some JSON and save it to localStorage.
  • Load; Load saved files, display.
  • Settings; Users can adjust volume, access saved game data, delete data.
  • Credits; Giving props to helpers.
  • [ ]

Code

Design

Mission

๐Ÿ”บ

Other

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